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  • Creating a retro-style palette swapping effect in OpenGL

    - by Zack The Human
    I'm working on a Megaman-like game where I need to change the color of certain pixels at runtime. For reference: in Megaman when you change your selected weapon then main character's palette changes to reflect the selected weapon. Not all of the sprite's colors change, only certain ones do. This kind of effect was common and quite easy to do on the NES since the programmer had access to the palette and the logical mapping between pixels and palette indices. On modern hardware, though, this is a bit more challenging because the concept of palettes is not the same. All of my textures are 32-bit and do not use palettes. There are two ways I know of to achieve the effect I want, but I'm curious if there are better ways to achieve this effect easily. The two options I know of are: Use a shader and write some GLSL to perform the "palette swapping" behavior. If shaders are not available (say, because the graphics card doesn't support them) then it is possible to clone the "original" textures and generate different versions with the color changes pre-applied. Ideally I would like to use a shader since it seems straightforward and requires little additional work opposed to the duplicated-texture method. I worry that duplicating textures just to change a color in them is wasting VRAM -- should I not worry about that?

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  • How to integrate the .gdf with a specific exe for Games Explorer

    - by Kraemer
    Hello, I want to create an installer for a game and after that an icon to be put in Games Explorer for Win Vista and Win 7. I have created the GDF (game definitions file), then build the script for project and obtained the .h, GDF and .rc files. But i can't compile using Visual Studio 2010 the .rc file into an executable to be used after that to create the installer. Some error is popping up after i set the executable path "Could not load file or assembly'Microsoft.VisualStudio.HpcDebugger.Impl, Version 10.0.0.0, Culture=neutral, PublickKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified." Any ideas what i'm doing wrong ? I need to mention that i've never worked before with GDF Editor and Visual Studio. Any answer would be highly appreciated.Thanks!

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  • Dynamic/Adaptive RLE

    - by Lucius
    So, I'm developing a 2D, tile based game and a map maker thingy - all in Java. The problem is that recently I've been having some memory issues when about 4 maps are loaded. Each one of these maps are composed of 128x128 tiles and have 4 layers (for details and stuff). I already spent a good amount of time searching for solutions and the best thing I found was run-length enconding (RLE). It seems easy enough to use with static data, but is there a way to use it with data that is constantly changing, without a big drop in performance? In my maps, supposing I'm compressing the columns, I would have 128 rows, each with some amount of data (hopefully less than it would be without RLE). Whenever I change a tile, that whole row would have to be checked and I'm affraid that would slow down too much the production (and I'm in a somewhat tight schedule). Well, worst case scenario I work on each map individually, and save them using RLE, but it would be really nice if I could avoind that. EDIT: What I'm currently using to store the data for the tiles is a 2D array of HashMaps that use the layer as key and store the id of the tile in that position - like this: private HashMap< Integer, Integer [][]

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  • How can I fade something to clear instead of white?

    - by Raven Dreamer
    I've got an XNA game which essentially has "floating combat text": short-lived messages that display for a fraction of a second and then disappear. I've recently added a gradual "fade-away" effect, like so: public void Update() { color.A -= 10; position.X += 3; if (color.A <= 10) isDead = true; } Where color is the Color int the message displays as. This works as expected, however, it fades the messages to white, which is very noticeable on my indigo background. Is there some way to fade it to transparent, rather than white? Lerp-ing towards the background color isn't an option, as there's a possibility there will be something between the text and the background, which would simply be the inverse of the current problem.

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  • What method replaces GL_SELECT for box selection?

    - by Jake
    Last 2 weeks I started working on a box selection that selects shapes using GL_SELECT and I just got it working finally. When looking up resources online, there is a significant number of posts that say GL_SELECT is deprecated in OpenGL 3.0, but there is no mention of what had replace that function. I learnt OpenGL 1.2 in back in college 2 years back but checking wikipedia now, I realise we already have OpenGL 4.0 but I am unaware of what I need to do to keep myself up to date. So, in the meantime, what would be the latest preferred method for box selection? EDIT: I found http://www.khronos.org/files/opengl-quick-reference-card.pdf on page 5 this card still lists glRenderMode(GL_SELECT) as part of the OpenGL 3.2 reference.

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  • Problem displaying tiles using tiled map loader with SFML

    - by user1905192
    I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion error. The program breaks at this line: spacing = atoi(tilesetElement-Attribute("spacing")); Here's my main game.cpp file. #include "stdafx.h" #include "Game.h" #include "Ball.h" #include "level.h" using namespace std; Game::Game() { gameState=NotStarted; ball.setPosition(500,500); level.LoadFromFile("meow.tmx"); } void Game::Start() { if (gameState==NotStarted) { window.create(sf::VideoMode(1024,768,320),"game"); view.reset(sf::FloatRect(0,0,1000,1000));//ball drawn at 500,500 level.SetDrawingBounds(sf::FloatRect(view.getCenter().x-view.getSize().x/2,view.getCenter().y-view.getSize().y/2,view.getSize().x, view.getSize().y)); window.setView(view); gameState=Playing; } while(gameState!=Exiting) { GameLoop(); } window.close(); } void Game::GameLoop() { sf::Event CurrentEvent; window.pollEvent(CurrentEvent); switch(gameState) { case Playing: { window.clear(sf::Color::White); window.setView(view); if (CurrentEvent.type==sf::Event::Closed) { gameState=Exiting; } if ( !ball.IsFalling() &&!ball.IsJumping() &&sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ball.setJState(); } ball.Update(view); level.Draw(window); ball.Draw(window); window.display(); break; } } } And here's the file where the error happens: /********************************************************************* Quinn Schwab 16/08/2010 SFML Tiled Map Loader The zlib license has been used to make this software fully compatible with SFML. See http://www.sfml-dev.org/license.php This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *********************************************************************/ #include "level.h" #include <iostream> #include "tinyxml.h" #include <fstream> int Object::GetPropertyInt(std::string name) { int i; i = atoi(properties[name].c_str()); return i; } float Object::GetPropertyFloat(std::string name) { float f; f = strtod(properties[name].c_str(), NULL); return f; } std::string Object::GetPropertyString(std::string name) { return properties[name]; } Level::Level() { //ctor } Level::~Level() { //dtor } using namespace std; bool Level::LoadFromFile(std::string filename) { TiXmlDocument levelFile(filename.c_str()); if (!levelFile.LoadFile()) { std::cout << "Loading level \"" << filename << "\" failed." << std::endl; return false; } //Map element. This is the root element for the whole file. TiXmlElement *map; map = levelFile.FirstChildElement("map"); //Set up misc map properties. width = atoi(map->Attribute("width")); height = atoi(map->Attribute("height")); tileWidth = atoi(map->Attribute("tilewidth")); tileHeight = atoi(map->Attribute("tileheight")); //Tileset stuff TiXmlElement *tilesetElement; tilesetElement = map->FirstChildElement("tileset"); firstTileID = atoi(tilesetElement->Attribute("firstgid")); spacing = atoi(tilesetElement->Attribute("spacing")); margin = atoi(tilesetElement->Attribute("margin")); //Tileset image TiXmlElement *image; image = tilesetElement->FirstChildElement("image"); std::string imagepath = image->Attribute("source"); if (!tilesetImage.loadFromFile(imagepath))//Load the tileset image { std::cout << "Failed to load tile sheet." << std::endl; return false; } tilesetImage.createMaskFromColor(sf::Color(255, 0, 255)); tilesetTexture.loadFromImage(tilesetImage); tilesetTexture.setSmooth(false); //Columns and rows (of tileset image) int columns = tilesetTexture.getSize().x / tileWidth; int rows = tilesetTexture.getSize().y / tileHeight; std::vector <sf::Rect<int> > subRects;//container of subrects (to divide the tilesheet image up) //tiles/subrects are counted from 0, left to right, top to bottom for (int y = 0; y < rows; y++) { for (int x = 0; x < columns; x++) { sf::Rect <int> rect; rect.top = y * tileHeight; rect.height = y * tileHeight + tileHeight; rect.left = x * tileWidth; rect.width = x * tileWidth + tileWidth; subRects.push_back(rect); } } //Layers TiXmlElement *layerElement; layerElement = map->FirstChildElement("layer"); while (layerElement) { Layer layer; if (layerElement->Attribute("opacity") != NULL)//check if opacity attribute exists { float opacity = strtod(layerElement->Attribute("opacity"), NULL);//convert the (string) opacity element to float layer.opacity = 255 * opacity; } else { layer.opacity = 255;//if the attribute doesnt exist, default to full opacity } //Tiles TiXmlElement *layerDataElement; layerDataElement = layerElement->FirstChildElement("data"); if (layerDataElement == NULL) { std::cout << "Bad map. No layer information found." << std::endl; } TiXmlElement *tileElement; tileElement = layerDataElement->FirstChildElement("tile"); if (tileElement == NULL) { std::cout << "Bad map. No tile information found." << std::endl; return false; } int x = 0; int y = 0; while (tileElement) { int tileGID = atoi(tileElement->Attribute("gid")); int subRectToUse = tileGID - firstTileID;//Work out the subrect ID to 'chop up' the tilesheet image. if (subRectToUse >= 0)//we only need to (and only can) create a sprite/tile if there is one to display { sf::Sprite sprite;//sprite for the tile sprite.setTexture(tilesetTexture); sprite.setTextureRect(subRects[subRectToUse]); sprite.setPosition(x * tileWidth, y * tileHeight); sprite.setColor(sf::Color(255, 255, 255, layer.opacity));//Set opacity of the tile. //add tile to layer layer.tiles.push_back(sprite); } tileElement = tileElement->NextSiblingElement("tile"); //increment x, y x++; if (x >= width)//if x has "hit" the end (right) of the map, reset it to the start (left) { x = 0; y++; if (y >= height) { y = 0; } } } layers.push_back(layer); layerElement = layerElement->NextSiblingElement("layer"); } //Objects TiXmlElement *objectGroupElement; if (map->FirstChildElement("objectgroup") != NULL)//Check that there is atleast one object layer { objectGroupElement = map->FirstChildElement("objectgroup"); while (objectGroupElement)//loop through object layers { TiXmlElement *objectElement; objectElement = objectGroupElement->FirstChildElement("object"); while (objectElement)//loop through objects { std::string objectType; if (objectElement->Attribute("type") != NULL) { objectType = objectElement->Attribute("type"); } std::string objectName; if (objectElement->Attribute("name") != NULL) { objectName = objectElement->Attribute("name"); } int x = atoi(objectElement->Attribute("x")); int y = atoi(objectElement->Attribute("y")); int width = atoi(objectElement->Attribute("width")); int height = atoi(objectElement->Attribute("height")); Object object; object.name = objectName; object.type = objectType; sf::Rect <int> objectRect; objectRect.top = y; objectRect.left = x; objectRect.height = y + height; objectRect.width = x + width; if (objectType == "solid") { solidObjects.push_back(objectRect); } object.rect = objectRect; TiXmlElement *properties; properties = objectElement->FirstChildElement("properties"); if (properties != NULL) { TiXmlElement *prop; prop = properties->FirstChildElement("property"); if (prop != NULL) { while(prop) { std::string propertyName = prop->Attribute("name"); std::string propertyValue = prop->Attribute("value"); object.properties[propertyName] = propertyValue; prop = prop->NextSiblingElement("property"); } } } objects.push_back(object); objectElement = objectElement->NextSiblingElement("object"); } objectGroupElement = objectGroupElement->NextSiblingElement("objectgroup"); } } else { std::cout << "No object layers found..." << std::endl; } return true; } Object Level::GetObject(std::string name) { for (int i = 0; i < objects.size(); i++) { if (objects[i].name == name) { return objects[i]; } } } void Level::SetDrawingBounds(sf::Rect<float> bounds) { drawingBounds = bounds; cout<<tileHeight; //Adjust the rect so that tiles are drawn just off screen, so you don't see them disappearing. drawingBounds.top -= tileHeight; drawingBounds.left -= tileWidth; drawingBounds.width += tileWidth; drawingBounds.height += tileHeight; } void Level::Draw(sf::RenderWindow &window) { for (int layer = 0; layer < layers.size(); layer++) { for (int tile = 0; tile < layers[layer].tiles.size(); tile++) { if (drawingBounds.contains(layers[layer].tiles[tile].getPosition().x, layers[layer].tiles[tile].getPosition().y)) { window.draw(layers[layer].tiles[tile]); } } } } I really hope that one of you can help me and I'm sorry if I've made any formatting issues. Thanks!

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  • Applying effects to an existing program that uses BasicEffect

    - by Fibericon
    Using the finished product from the tutorial here. Is it possible to apply the grayscale effect from here: Making entire scene fade to grayscale Or would you basically have to rewrite everything? EDIT: It's doing something now, but the whole grayscale seems extremely blue. It's like I'm looking at it through dark blue sunglasses. Here's my draw function: protected override void Draw(GameTime gameTime) { device.SetRenderTarget(renderTarget); graphics.GraphicsDevice.Clear(Color.CornflowerBlue); //Drawing models, bullets, etc. device.SetRenderTarget(null); spriteBatch.Begin(0, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, grayScale); Texture2D temp = (Texture2D)renderTarget; grayScale.Parameters["coloredTexture"].SetValue(temp); grayScale.CurrentTechnique = grayScale.Techniques["Grayscale"]; foreach (EffectPass pass in grayScale.CurrentTechnique.Passes) { pass.Apply(); } spriteBatch.Draw(temp, new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth/2, GraphicsDevice.PresentationParameters.BackBufferHeight/2), null, Color.White, 0f, new Vector2(renderTarget.Width/2, renderTarget.Height/2), 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } Another edit: figured out what I was doing wrong. I have Blendstate.Additive in the spriteBatch.Draw() call. It should be Blendstate.Opaque, or it literally tries to add the blank blue image to the grayscale image.

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  • Car Modelling for race game

    - by Mert Toka
    I am taking Computer Graphics course this semester and we have a video game competition. I am making racing game with simulated dynamics. Our professor told us that we don't have to do much of a modelling but since we haven't started the gaming part and since I have free time I want to model the car. My question is firstly which software do you recommend to design game components? I know Maya right now. Secondly, if I design the car or any other part, what should its polygon count in order to run game smoothly? I can design pretty much everything but I assume that it is hard to design low-poly models.

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  • Obtaining a world point from a screen point with an orthographic projection

    - by vargonian
    I assumed this was a straightforward problem but it has been plaguing me for days. I am creating a 2D game with an orthographic camera. I am using a 3D camera rather than just hacking it because I want to support rotating, panning, and zooming. Unfortunately the math overwhelms me when I'm trying to figure out how to determine if a clicked point intersects a bounds (let's say rectangular) in the game. I was under the impression that I could simply transform the screen point (the clicked point) by the inverse of the camera's View * Projection matrix to obtain the world coordinates of the clicked point. Unfortunately this is not the case at all; I get some point that seems to be in some completely different coordinate system. So then as a sanity check I tried taking an arbitrary world point and transforming it by the camera's View*Projection matrices. Surely this should get me the corresponding screen point, but even that didn't work, and it is quickly shattering any illusion I had that I understood 3D coordinate systems and the math involved. So, if I could form this into a question: How would I use my camera's state information (view and projection matrices, for instance) to transform a world point to a screen point, and vice versa? I hope the problem will be simpler since I'm using an orthographic camera and can make several assumptions from that. I very much appreciate any help. If it makes a difference, I'm using XNA Game Studio.

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  • OpenGL ES Basic Fragment Shader help with transparency

    - by Chris
    I have just spent my first half hour playing with the shader language. I have modified the basic program I have which renders the texture, to allow me to colour the texture. varying vec2 texCoord; uniform sampler2D texSampler; /* Given the texture coordinates, our pixel shader grabs the corresponding * color from the texture. */ void main() { //gl_FragColor = texture2D(texSampler, texCoord); gl_FragColor = vec4(0,1,0,1)*vec4(texture2D(texSampler,texCoord).xyz,1); } I have noticed how this affects my transparent textures, and I believe I am loosing the alpha channel which would explain why previously transparent area's appear totally black. If I use the following line instead, I am shown the transparent area's gl_FragColor = vec4(0,1,0,1)*vec4(texture2D(texSampler,texCoord).aaa,1); How can I retain the transparency after this modification to the colour? I have seen various things about a .w property, and also luminous, but my tweaks with those and the .aaa property are not working XD

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  • Shadows shimmer when camera moves

    - by Chad Layton
    I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the shadows shimmering when the camera moves and I'd like to know if it's an issue with my implementation or just an issue with basic/naive shadow mapping itself. Here's a video: http://www.youtube.com/watch?v=vyprATt5BBg&feature=youtu.be Here's the code I use to create the shadow matrices. The commented out code is my original attempt to perfectly fit the view frustum. You can also see my attempt to try clamping movement to texels in the shadow map which didn't seem to make any difference. Then I tried using a bounding sphere instead, also to no apparent effect. public void CreateViewProjectionTransformsToFit(Camera camera, out Matrix viewTransform, out Matrix projectionTransform, out Vector3 position) { BoundingSphere cameraViewFrustumBoundingSphere = BoundingSphere.CreateFromFrustum(camera.ViewFrustum); float lightNearPlaneDistance = 1.0f; Vector3 lookAt = cameraViewFrustumBoundingSphere.Center; float distanceFromLookAt = cameraViewFrustumBoundingSphere.Radius + lightNearPlaneDistance; Vector3 directionFromLookAt = -Direction * distanceFromLookAt; position = lookAt + directionFromLookAt; viewTransform = Matrix.CreateLookAt(position, lookAt, Vector3.Up); float lightFarPlaneDistance = distanceFromLookAt + cameraViewFrustumBoundingSphere.Radius; float diameter = cameraViewFrustumBoundingSphere.Radius * 2.0f; Matrix.CreateOrthographic(diameter, diameter, lightNearPlaneDistance, lightFarPlaneDistance, out projectionTransform); //Vector3 cameraViewFrustumCentroid = camera.ViewFrustum.GetCentroid(); //position = cameraViewFrustumCentroid - (Direction * (camera.FarPlaneDistance - camera.NearPlaneDistance)); //viewTransform = Matrix.CreateLookAt(position, cameraViewFrustumCentroid, Up); //Vector3[] cameraViewFrustumCornersWS = camera.ViewFrustum.GetCorners(); //Vector3[] cameraViewFrustumCornersLS = new Vector3[8]; //Vector3.Transform(cameraViewFrustumCornersWS, ref viewTransform, cameraViewFrustumCornersLS); //Vector3 min = cameraViewFrustumCornersLS[0]; //Vector3 max = cameraViewFrustumCornersLS[0]; //for (int i = 1; i < 8; i++) //{ // min = Vector3.Min(min, cameraViewFrustumCornersLS[i]); // max = Vector3.Max(max, cameraViewFrustumCornersLS[i]); //} //// Clamp to nearest texel //float texelSize = 1.0f / Renderer.ShadowMapSize; //min.X -= min.X % texelSize; //min.Y -= min.Y % texelSize; //min.Z -= min.Z % texelSize; //max.X -= max.X % texelSize; //max.Y -= max.Y % texelSize; //max.Z -= max.Z % texelSize; //// We just use an orthographic projection matrix. The sun is so far away that it's rays are essentially parallel. //Matrix.CreateOrthographicOffCenter(min.X, max.X, min.Y, max.Y, -max.Z, -min.Z, out projectionTransform); } And here's the relevant part of the shader: if (CastShadows) { float4 positionLightCS = mul(float4(position, 1.0f), LightViewProj); float2 texCoord = clipSpaceToScreen(positionLightCS) + 0.5f / ShadowMapSize; float shadowMapDepth = tex2D(ShadowMapSampler, texCoord).r; float distanceToLight = length(LightPosition - position); float bias = 0.2f; if (shadowMapDepth < (distanceToLight - bias)) { return float4(0.0f, 0.0f, 0.0f, 0.0f); } } The shimmer is slightly better if I drastically reduce the view volume but I think that's mostly just because the texels become smaller and it's harder to notice them flickering back and forth. I'd appreciate any insight, I'd very much like to understand what's going on before I try other techniques.

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  • Octree implementation for fustrum culling

    - by Manvis
    I'm learning modern (=3.1) OpenGL by coding a 3D turn based strategy game, using C++. The maps are composed of 100x90 3D hexagon tiles that range from 50 to 600 tris (20 different types) + any player units on those tiles. My current rendering technique involves sorting meshes by shaders they use (minimizing state changes) and then calling glDrawElementsInstanced() for drawing. Still get solid 16.6 ms/frame on my GTX 560Ti machine but the game struggles (45.45 ms/frame) on an old 8600GT card. I'm certain that using an octree and fustrum culling will help me here, but I have a few questions before I start implementing it: Is it OK for an octree node to have multiple meshes in it (e.g. can a soldier and the hex tile he's standing on end up in the same octree node)? How is one supposed to treat changes in object postion (e.g. several units are moving 3 hexes down)? I can't seem to find good a explanation on how to do it. As I've noticed, soting meshes by shaders is a really good way to save GPU. If I put node contents into, let's say, std::list and sort it before rendering, do you think I would gain any performance, or would it just create overhead on CPU's end? I know that this sounds like early optimization and implementing + testing would be the best way to find out, but perhaps someone knows from experience?

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  • Help with "Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral." needed

    - by rFactor
    Hi, I have this irritating problem in XNA that I have spent my Saturday with: Cannot find ContentTypeReader BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral. It throws me that when I do (within the game assembly's Renderer.cs class): this.terrain = this.game.Content.Load<Model>("heightmap"); There is a heightmap.bmp and I don't think there's anything wrong with it, because I used it in a previous version which I switched to this new better system. So, I have a GeneratedGeometryPipeline assembly that has these classes: HeightMapInfoContent, HeightMapInfoWriter, TerrainProcessor. The GeneratedGeometryPipeline assembly does not reference any other assemblies under the solution. Then I have the game assembly that neither references any other solution assemblies and has these classes: HeightMapInfo, HeightMapInfoReader. All game assembly classes are under namespace BB and the GeneratedGeometryPipeline classes are under the namespace GeneratedGeometryPipeline. I do not understand why it does not find it. Here's some code from the GeneratedGeometryPipeline.HeightMapInfoWriter: /// <summary> /// A TypeWriter for HeightMapInfo, which tells the content pipeline how to save the /// data in HeightMapInfo. This class should match HeightMapInfoReader: whatever the /// writer writes, the reader should read. /// </summary> [ContentTypeWriter] public class HeightMapInfoWriter : ContentTypeWriter<HeightMapInfoContent> { protected override void Write(ContentWriter output, HeightMapInfoContent value) { output.Write(value.TerrainScale); output.Write(value.Height.GetLength(0)); output.Write(value.Height.GetLength(1)); foreach (float height in value.Height) { output.Write(height); } foreach (Vector3 normal in value.Normals) { output.Write(normal); } } /// <summary> /// Tells the content pipeline what CLR type the /// data will be loaded into at runtime. /// </summary> public override string GetRuntimeType(TargetPlatform targetPlatform) { return "BB.HeightMapInfo, BB, Version=1.0.0.0, Culture=neutral"; } /// <summary> /// Tells the content pipeline what worker type /// will be used to load the data. /// </summary> public override string GetRuntimeReader(TargetPlatform targetPlatform) { return "BB.HeightMapInfoReader, BB, Version=1.0.0.0, Culture=neutral"; } } Can someone help me out?

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • XNA Seeing through heightmap problem

    - by Jesse Emond
    I've recently started learning how to program in 3D with XNA and I've been trying to implement a Terrain3D class(a very simple height map). I've managed to draw a simple terrain, but I'm getting a weird bug where I can see through the terrain. This bug happens when I'm looking through a hill from the map. Here is a picture of what happens: I was wondering if this is a common mistake for starters and if any of you ever experienced the same problem and could tell me what I'm doing wrong. If it's not such an obvious problem, here is my Draw method: public override void Draw() { Parent.Engine.SpriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.SaveState); Camera3D cam = (Camera3D)Parent.Engine.Services.GetService(typeof(Camera3D)); if (cam == null) throw new Exception("Camera3D couldn't be found. Drawing a 3D terrain requires a 3D camera."); float triangleCount = indices.Length / 3f; basicEffect.Begin(); basicEffect.World = worldMatrix; basicEffect.View = cam.ViewMatrix; basicEffect.Projection = cam.ProjectionMatrix; basicEffect.VertexColorEnabled = true; Parent.Engine.GraphicsDevice.VertexDeclaration = new VertexDeclaration( Parent.Engine.GraphicsDevice, VertexPositionColor.VertexElements); foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Begin(); Parent.Engine.GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, VertexPositionColor.SizeInBytes); Parent.Engine.GraphicsDevice.Indices = indexBuffer; Parent.Engine.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, (int)triangleCount); pass.End(); } basicEffect.End(); Parent.Engine.SpriteBatch.End(); } Parent is just a property holding the screen that the component belongs to. Engine is a property of that parent screen holding the engine that it belongs to. If I should post more code(like the initialization code), then just leave a comment and I will.

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  • How to make a ball fall faster on a ramp?

    - by Timothy Williams
    So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly fast enough to get over the wall and hit the blocks. Is there any way to make the ball go faster down the ramp? Maybe even make it go faster depending on what height you dropped it from (e.g. if you hold it way above the ramp, and drop it, it will drop faster than if you dropped it right above the ramp.)

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  • Rendering performance in FlasCC + UDK when compared to Stage3d and UDK on Windows?

    - by Arthur Wulf White
    Adobe recently released the Flash C++ Compiler, which UDK uses to target Flash Player. Developers can now access UDK for browser applications. Does this mean greater performance than using a Stage3D engine (Away3D 4) and how much of a noticeable difference in performance would it make in rendering speeds? Is there any benchmark you could propose that would allow to compare them fairly? I am asking this to help myself understand the consequences in performance for deciding to use UDK in a browser based game. I would also like to know how it compares with UDK running natively in Windows? I am not asking which technology to use or which is better. Only interested in optimizing rendering speed in a 3d browser game with flash.

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  • How to apply Data Oriented Design with Object Oriented Programming?

    - by Pombal
    I've read lots of articles about Data Oriented Design (DOD) and I understand it but I can't design an Object Oriented Programming (OOP) system with DOD in mind, I think my OOP education is blocking me. How should I think to mix the two? The objective is to have a nice OOP interface while using DOD behind the scenes. I saw this too but didn't help much: http://stackoverflow.com/questions/3872354/how-to-apply-dop-and-keep-a-nice-user-interface

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  • Maintain proper symbol order when applying an armature in flash

    - by Michael Taufen
    I am trying to animate a character's leg in flash CS 5.5 for a game I am working on. I decided to use the bone tool because it's awesome. The problem I am having, however, is that for my character to be animated properly, the symbols that make up his leg (upper leg, lower leg, and shoe) need to be on top of each other in a specific way (otherwise the shoe looks like its next to the leg, etc). Applying the bones results in the following problem: the first symbol I apply it to is placed in the rear on the armature layer, the next on top of it, and so on, until the final symbol is already on top. I need them to be in the opposite order, but arrange send to back does nothing on the armature layer. How can I fix this? tl;dr: The bone tool is not maintaining the stacking order of my objects, please help. Thanks for helping :).

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  • Why does my game loop speed vary on different platforms with the same hardware?

    - by Sri Harsha Chilakapati
    I've got a serious issue with my game loop. This loop varies in time with the platform and with the same hardware. This is a list of FPS achieved: - Windows ======= 140 to 150 - Linux ======= 120 to 125 - Windows(WINE) ======= 125 to 135 And since my game loop is fixed timestep, the speed of the game is not stable. Here's my game loop. public final void run() { // Initialize the resources Map.initMap(); initResources(); // Start the timer GTimer.startTimer(); GTimer.refresh(); long elapsedTime = 0; // The game loop while (running) { // Update the game update(elapsedTime); if (state == GameState.GAME_PLAYING) { Map.updateObjects(elapsedTime); } // Show or hide the cursor if (Global.HIDE_CURSOR) { setCursor(GInput.INVISIBLE_CURSOR); } else { setCursor(Cursor.getDefaultCursor()); } // Repaint the game and sync repaint(); elapsedTime = GTimer.sync(); Toolkit.getDefaultToolkit().sync(); } } The timer package How could I improve it?

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  • Moving around/avoiding obstacles

    - by János Harsányi
    I would like to write a "game", where you can place an obstacle (red), and then the black dot tries to avoid it, and get to the green target. I'm using a very easy way to avoid it, if the black dot is close to the red, it changes its direction, and moves for a while, then it moves forward to the green point. How could I create a "smooth" path for the computer controlled "player"? Edit: Not the smoothness is the main point, but to avoid the red blocking "wall" and not to crash into it and then avoid it. How could I implement some path finding algorithm if I just have basically 3 points? (And what would it make the things much more complicated, if you could place multiple obstacles?)

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  • Dynamic Environment Creation

    - by Jack
    I was wondering, I'm thinking on a more small-scale, abstracted level, but how does one create a dynamic environment a la Minecraft? In specific, I'm thinking of the world as a 3 dimensional array of block objects, how is it made so that large features such as oceans are created? The language isn't important, I'm thinking on a conceptual level, but if it helps, I use C# or C++. Thanks for any help!

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  • How do you calculate UVW coordinates?

    - by Jenko
    I'm working on a 3d engine and I'm calculating UVT coordinates, where U and V represent pixels on the texture measured in 0-1, and T is: T = perspective / Z But I'm trying to use this perspective-correct triangle rasteriser, which requires a W, per vertex. How do I calculate the W for each vertex for the drawPerspectiveTexturedPolygon() function? Hint: The code comments refer to W as the "homogenous coordinate" ... does that mean anything?

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  • Tools for assembling textures into DDS files

    - by Nicol Bolas
    There are plenty of tools for making images. I'm not looking for one of those; I have many tools for creating an image. I've got tools for compressing images, generating mipmaps, and even for poking at their basic data format. My issue is with texture assembly. DDS files support cubemaps, array textures, and even cubemap arrays. But I don't know of a tool that can pack a series of images into a cubemap or the like. What tools are available for doing this kind of thing?

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  • Best algorithm for recursive adjacent tiles?

    - by OhMrBigshot
    In my game I have a set of tiles placed in a 2D array marked by their Xs and Zs ([1,1],[1,2], etc). Now, I want a sort of "Paint Bucket" mechanism: Selecting a tile will destroy all adjacent tiles until a condition stops it, let's say, if it hits an object with hasFlag. Here's what I have so far, I'm sure it's pretty bad, it also freezes everything sometimes: void destroyAdjacentTiles(int x, int z) { int GridSize = Cubes.GetLength(0); int minX = x == 0 ? x : x-1; int maxX = x == GridSize - 1 ? x : x+1; int minZ = z == 0 ? z : z-1; int maxZ = z == GridSize - 1 ? z : z+1; Debug.Log(string.Format("Cube: {0}, {1}; X {2}-{3}; Z {4}-{5}", x, z, minX, maxX, minZ, maxZ)); for (int curX = minX; curX <= maxX; curX++) { for (int curZ = minZ; curZ <= maxZ; curZ++) { if (Cubes[curX, curZ] != Cubes[x, z]) { Debug.Log(string.Format(" Checking: {0}, {1}", curX, curZ)); if (Cubes[curX,curZ] && Cubes[curX,curZ].GetComponent<CubeBehavior>().hasFlag) { Destroy(Cubes[curX,curZ]); destroyAdjacentTiles(curX, curZ); } } } } }

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